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Make ControlBehavior messages far more modular (#991)
* Make case consistent * How modular can you go? Holy modular * Add comments * Initialize values
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@@ -1,26 +1,25 @@
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#ifndef __MERGESTRIPSMESSAGE__H__
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#define __MERGESTRIPSMESSAGE__H__
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#include "ActionContext.h"
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#include "BehaviorMessageBase.h"
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class AMFArrayValue;
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/**
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* @brief Sent when a player adds the first Action of Strip A to a Strip B
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*
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*/
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class MergeStripsMessage : public BehaviorMessageBase {
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public:
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MergeStripsMessage(AMFArrayValue* arguments);
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const StripId GetSrcStripID() { return srcStripID; };
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const BehaviorState GetDstStateID() { return dstStateID; };
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const BehaviorState GetSrcStateID() { return srcStateID; };
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const uint32_t GetDstActionIndex() { return dstActionIndex; };
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const StripId GetDstStripID() { return dstStripID; };
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const uint32_t GetBehaviorID() { return behaviorID; };
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ActionContext GetSourceActionContext() { return sourceActionContext; };
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ActionContext GetDestinationActionContext() { return destinationActionContext; };
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private:
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StripId srcStripID;
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BehaviorState dstStateID;
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BehaviorState srcStateID;
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ActionContext sourceActionContext;
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ActionContext destinationActionContext;
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uint32_t dstActionIndex;
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StripId dstStripID;
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uint32_t behaviorID;
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};
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#endif //!__MERGESTRIPSMESSAGE__H__
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